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Lyra Starling

1 Level (0/300 XP for level-up) Background Half-Elf Race / Species / Heritage Chaotic Neutral Alignment
Bard
Level 1
Hit Dice: 1/1
1d8+3 Class 1

STR
14
+2
DEX
16
+3
CON
16
+3
INT
13
+1
WIS
13
+1
CHA
18
+4
11
Hit Points
+3
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+5 Dexterity
+3 Constitution
+1 Intelligence
+1 Wisdom
+6 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
+1 Arcana INT
+2 Athletics STR
+4 Deception CHA
+1 History INT
+1 Insight WIS
+4 Intimidation CHA
+3 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+1 Perception WIS
+6 Performance CHA
+6 Persuasion CHA
+1 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Crossbow, light +10 DEX 1d8+3+3 piercing
Dagger +7 STR 1d4+3+2 piercing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mage Hand
 Notes:Mage Hand Bard Cantrip Conjuration DC 14 Spell Mod +6 1 Act. 30 ft V,S 1 min, A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
True Strike
 Notes:True Strike Bard Cantrip Divination DC 14 Spell Mod +6 1 Act. 30 ft S Conc, 1 Rnd, You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Disguise Self
 Notes:Disguise Self Bard Level 1 Illusion DC 14 Spell Mod +6 1 Act. Self V,S 1 hr, You make yourself—including your clothing, armor, weapons, and other belongings on your person look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Darkvision: 60 ft.
----------Bonus Actions----------
Bardic Inspiration. Inspire another creature with a 1d6 that it can, within the next 10 min., add to a d20 roll (use 4 times/long rest).

-----------Other Traits------------
Fey Ancestry. Advantage on charmed saves and immune to sleep magic.

Shelter the Faithful. You and your companions can expect free healing at an establishment of your faith.

Features & Traits
Amulet
Backpack
Bedroll
Candle x5
Costume x2
Disguise Kit
Lute
Prayer Book
Rations (1 day) x5
Waterskin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Elvish, Dwarvish

Tool Proficiencies: Bagpipes; Drum; Lute
Weapon Proficiencies: Crossbow, hand; Longsword; Rapier; Shortsword; Simple

Armor Proficiencies: Light

Language Proficiencies: Common; Dwarvish; Elvish; Goblin; Infernal

Languages & Proficiencies
Character Background: Lyra Starling, the Exiled Melody

Name: Lyra Starling
Race: Half-Elf
Class: Bard

Appearance:
Lyra is a striking half-elf with a captivating presence that draws people in. She has inherited the best features of both her human and elven heritage. Her piercing emerald eyes sparkle with intelligence and emotion, while her long, firy red hair cascades in gentle waves down her back. She carries herself with grace and confidence, and her warm smile can lighten even the darkest of moods.

Background:
Born in a picturesque elven village, Lyra Starling was an unusual child from the beginning. Her mixed heritage made her stand out among her elven peers, and while some accepted her, others treated her with prejudice and suspicion. As she grew older, she discovered her natural gift for music and storytelling, which she used to bridge the gaps between her two worlds. She found solace in the music of the forest and the ancient melodies of her elven ancestors.

As Lyra matured, her beauty and musical talents caught the eye of many suitors, but she never quite found a connection that resonated with her soul. That is, until she met Talan, the village elder. Talan was a wise and respected figure in the community, but he had grown distant from his wife, Isolde, as responsibilities weighed heavily on his shoulders. Lyra and Talan found comfort and understanding in each other's company, sharing secrets, dreams, and melodies under the moonlit nights.

The Secret Love:
Their relationship was born out of a shared love for music and a desire for companionship, but they knew that the village would never accept their love. Lyra understood the consequences of her actions, as not only was she involved with a married man, but Talan's wife also happened to be her boss at the village library. They tried to keep their love hidden, meeting in secret and whispering their affections like melodies only they could hear.

The Exile:
Unfortunately, secrets are rarely kept forever. One fateful night, their clandestine romance was discovered by a jealous onlooker who reveled in the opportunity to ruin Lyra's life. Rumors spread like wildfire through the village, tarnishing Lyra's reputation and casting a shadow over Talan's standing. The revelation shocked the community, and Isolde's pain and humiliation turned into anger and outrage.

Faced with the anger of the village, Lyra made a difficult choice. Rather than subjecting Talan to further suffering and potentially tearing apart his family, she decided to leave the village she had called home. With a heavy heart and tears in her eyes, she said her goodbyes to the forests and streams that had once brought her comfort.

The Journey Begins:
Now an outcast and wanderer, Lyra travels from town to town, sharing her stories and songs, hoping to find acceptance and a new place to call home. The road is not easy, but she carries with her the memories of her love and the wisdom of the village elder, who taught her to find beauty in even the most painful melodies. As she strums her lute and lets her voice soar, she seeks not only to entertain but also to heal the wounds of her past and find a place where her music can weave new tales of love, acceptance, and redemption. The world is vast, and so is her heart's desire to find harmony once more.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Level 0 Spells

PHB

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.

SRD

True Strike

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: 30 feet
Components: S
Duration: up to 1 round
You point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

PHB p233

Disguise Self

1-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 hour
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Available for: Artificer, Bard, Sorcerer, Wizard

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